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Topics - jinxhand

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16
Pro-Gear / MOVED: Anyone ever tried playing the KOF-i?
« on: August 04, 2011, 01:35:26 AM »

17
Social Club / MMORPGS - "The Fun(Grind) Never Stops"
« on: August 02, 2011, 08:54:23 PM »
So, I know everyone here has either heard of, played, or is still playing at least 1 (or more) MMORPG(s). Too many types to mention, from browser-based, to PC/Consoles, or even on the DS.

Anyway, tell us what MMORPG are you playing, or have played, and what you thought about it. If you're still playing, perhaps others that still play can meet up here or whatever... It doesn't have to literally be Massively Multiplayer, so games like Two Worlds, and hand held MMOs (Phantasy Star Zero or Phantasy Star Portable) are ok, too...

I'm currently playing FFXI on Sylph server. I've been going back and forth on jobs, so the highest I've got is 72DNC. I like PUP, so I took that to about 58ish. COR is fun, too.

I also play GuildWars, and am definitely waiting for GW2 to drop. Right now I've been pvping with my D/R, and that's been working out. Got a R/W also.

Lastly, I do play PS0 (Phantasy Star Zero) on my DSi. I've been rolling RaCast since the very first PSO and I'm still rolling it on this one. I can't remember my friend code, but I'll post it up if anyone still plays this.

Anyone here play DCUO??? I played the beta, and while it was fun, I'm still skeptical as to whether or not to get it. I do like that its on the console though, and that SOE actively updates/patches the game...

18
Neo Geo Battle Coliseum / Common Mistakes When Playing NGBC
« on: July 25, 2011, 11:28:27 PM »
We all might/might not know that NGBC does NOT play like KOF... Sure, there are some similarities, but there are plenty of differences. Please don't let these hinder your progress in either this game or KOF.

In any event, please share your common mistakes or hiccups when playing NGBC. These can be character specific, or something related to the actual game system (in comparison to KOF or other SNK fighters).

I know for me I tend to only GCTA (CD attack) when I have a partner, but forget to use it when I only have one character left. I also forget to utilize ;qcf ;e , as that can eat up a bit of red life, keeping chracters from healing to almost full life. This alone creates the option select for me. Do I continue to finish a good combo with a special/super that will allow them to tag out eventually, or do I use ;qcf ;e and take some red life out, but can keep me from using GCTA when I'm getting rushed down???

19
Neo Geo Battle Coliseum / NGBC - Lee Pai Long
« on: July 19, 2011, 10:01:31 PM »
Normals

Close
* cl. ;a / ;b / ;c are cancel-able.
* cl. ;d causes a juggle state and can be canceled with a super jump into a combo or super.

Standing
* st. ;d has a somewhat slow startup, but does have some range. It cannot be canceled into anything, including ACTS.

Crouching
* ;dn ;a / ;b  are cancel-able.
* ;dn ;b links with ;a.
* ;dn ;c causes a techable KD.
* ;dn ;c can combo with ;qcf ;qcf ;a only on counter hit.
* ;dn ;d causes KD.

Jumping
* ;uf ;d has a low hitbox.


Guard Cancel Tag Attack
Pressing the ;e button while blocking will allow Lee to attack with his claws, and he will then tag out.


Throw
Mashizume Souen - ;bk / ;fd + ;c / ;d
*Can be broken. Regular knockdown.


Command Moves
Combination: ;a ~ ;b ~ ;c
* Lee does a jab, to a low kick, to a standing palm. This move can be canceled into a special or super.

Kuuchuu Combination: (in air) ;a ~ ;b ~ ;c
* While in the air, Lee does a three hit combo that causes knockdown. This string cannot be canceled at any point.

Kashira Sai Kyaku: (in air) ;bk + ;d
* While in the air, Lee does an air attack similar to his ;uf ;d , but in reverse. This allows for an easy crossup, as most of his moves do not allow for a good crossup. This can be followed up with either a combo, or oki.
 

Special Moves
Kuuten Tsume: ;bk ~ ;fd + ;a / ;c
* Lee extends his claws and does a spinning attack moving him forward. Button strength determines the distance traveled. Using ;c also gives Lee a slight delay to his action before actually attacking. Both versions cause KD.

Hyakuretsu Ken: ;fd ;bk ;fd + ;a / ;c
* Lee has his own Zanretsuken, with a twist. The only other difference in this move other than having a finisher is that the initial frames do not parry attacks.

Finish: Hyakuretsu Ken ~ ;qcf + ;a / ;c
* If at any point Hyakuretsu Ken hits the opponent, Lee can finish this move with an uppercut with the appropriate input. This causes a juggle state, in which Lee can follow up with Kuuchuu Combination, or a super.

100 Ren Ashi: ;hcf + ;b / ;d
* Lee does a jumping attack of flying kicks. This move can cancel into an air super.

Hisaru Hapaki: 360 + ;a + ;c
* Lee's command throw allows him to flip over to the opponent's backside, also allowing Lee to execute any attack or combo of his choice.

Hisaru Kabekake: ;dn ~ ;up + ;a / ;c
* Lee hops to the wall on the other side. There are followups to this move, and will be listed accordingly. Button
strength determines the height at which he jumps.

Sei Shin Hisaru Kabekake: ;dn ~ ;up + ;b / ;d
* Lee hops to the wall on his side. There are followups to this move, and will be listed accordingly. Button strength determines the height at which he jumps.

Kachou Hidaka Kasane: (while doing Hisaru Kabekake or Sei Shin Hisaru Kabekake) press ;a / ;c
* Lee simply jumps towards the middle of the screen. No attack move is done at this point, however, there are moves that can still be done.

Kachou Takashime Geki: (while doing Kachou Kidaka Kasane) press ;a / ;c
* While jumping towards the middle of the screen, Lee attacks with his claws out. He moves in a downward motion while doing this move. This can also count as an overhead attack.

Kachou Takeshi Ashi Kasane: (while doing Hisaru Kabekake or Sei Shin Hisaru Kabekake) press ;b / ;d
* Lee does a downward kick with a low hitbox.

Kabekake Tenshin: (while doing Hisaru Kabekake or Sei Shin Hisaru Kabekake) ;qcf ;b / ;d
* Lee executes a fly kick while upside down.

Shinkuu Kuuten Tsume: (while doing Hisaru Kabekake or Sei Shin Hisaru Kabekake) ;qcf ;qcf ;a / ;c
* Lee does a dive attack with his claws, turning into a ranbu if he happens to connect with this move. This is not to be confused with his other super that has the exact same name.


Desperation Moves
Kachou Hi Mashizume: ;qcf ;qcf + ;a / ;c
* Lee does a super roll with his claws moving forward. Using ;c gives a slight delay.

Hishou Shouten Hi Mashizume: ;qcb ;qcb + ;a / ;c
* Lee does a super roll with his claws moving up-forward. Using ;c gives a slight delay.

Shinkuu Kuuten Tsume: (in air) ;qcf ;qcf + ;a / ;c
* While in the air, Lee does a spinning attack with his claws moving downward. He stops about midway before stopping his attack, and just dropping. This can connect off of any of his launchers that leave the opponent in a juggle state. ;c moves Lee slightly more forward than using ;a .


A/D Assault
Lee has no A/D Assaults.


Strats and combos (once posted) will be found here: http://dreamcancel.com/wiki/index.php?title=Lee_Pai_Long_(NGBC)

20
Neo Geo Battle Coliseum / NGBC - Mr. Big
« on: July 19, 2011, 09:18:31 PM »
Normals

Close
* cl. ;a / ;b / ;c / ;d are cancel-able.

Standing
* Stand ;a is cancel-able.

Crouching
* ;dn ;a / ;b / ;d are cancel-able.
* ;dn ;b links with ;a.
* ;dn ;c causes KD.
* ;dn ;d is good for hit confirming combos, as it doesn't cause KD and it has range. This can also be used as a poke
in the right circumstances.

Jumping
* ;uf ;c can hit twice.
* ;uf ;d has a low hitbox.


Guard Cancel Tag Attack
Pressing the ;e button while blocking will allow Big to attack with his staff, and he will then tag out.


Throw
High Lift Throw - ;bk / ;fd + ;c / ;d
*Can be broken. Regular knockdown.


Command Moves
Chopstick: ;fd + ;a
* Big does an uppercut and an overhead attack with his batons. This move can hit twice if canceled into, otherwise
it will hit once.

Stab Stick: ;fd + ;c
* Big does an attack similar to his GCTA. This move hits mid, and can be canceled, but doesn't combo.

 
Special Moves
Ground Blaster: ;qcf + ;a / ;c
* Big swipes the ground with a baton to form a projectile that barely goes forward. Button strength allows Big to
execute the move fast (a) or attack with a slight delay (c). Using ;c allows Big to cancel into a special, but it
doesn't actually combo at all. The range is very short, so no Sagat-style spamming is to be expected. It does work
as a fairly decent poke when used with ;dn ;a and ;dn ;b . ;c causes KD.

Crazy Drum: ;qcf + ;b / ;d
* Big does a barrage of attacks with his batons, with a final KD causing blow to finish. Tapping the button used
increases the number of hits. Using ;d allows for more hits, and makes Big move a bit further. Both versions cause
KD.

Californian Romance: ;dp + ;a / ;c
* Big does a running charge, and his version of a shoryuken. This should not be used as an anti-air move, as the ;a
version has low priority, and the ;c version moves forward too much for it to actually work as one. Button strength
does determine the distance, and ultimately the number of hits done. ;a barely moves forward before the shoryuken,
whereas ;c does an all-out charging attack to a shoryuken. This moves shines in combos, as on the 3rd hit of his ;c
version, it can be canceled into any of his 3 supers.

Cross Diving: ;hcb + ;a / ;c
* Big performs his own version of a psycho crusher. The button strength determines the distance traveled. While this
move does avoid low attacks, and causes KD, it should be used cautiously, as there are many characters who can
punish this move, even if used at a safe distance.

Spinning Lancer: ;a + ;c OR ;b + ;d
* Big has a spinning lariat!!! This one doesn't avoid projectiles, but it has a serious amount of priority as an
anti-air, as only a few air attacks in the game can beat it out!!! Using both kicks makes Big spin longer, and
allows for more mobility. This move has invincibility at the initial frames of the move, and can hit twice if done
up close. Both versions cause KD.


Desperation Moves
Blaster Wave: ;qcf ;qcf + ;a / ;c
* Big throws those sticks forward, and lets sparks fly. This move is great in combos, and at times a long range
anti-air if Spinning Lancer can't reach. Doing this move up close will completely whiff, since his arms will stretch
behind the opponent. This move also eats projectiles, but that's not its main purpose.

Drum Shot Typhoon: ;qcb ;hcf + ;a / ;c
* Big's ranbu super. Nothing to special, just remember it can combo.

Raging Spear: ;qcf ;qcf + ;b / ;d (when meter stock is at level 2)
* This is the super to fear!!! Big's deadliest super is an unblockable grab attack that does a massive amount of
damage. What makes this move even deadlier is that it can combo. Just make sure that Big is really close, as the
range is fairly short, and whiffing is possible.


A/D Assault
Big has no A/D Assaults.


Strats and combos (once posted) will be found here http://dreamcancel.com/wiki/index.php?title=Mr._Big_(NGBC).

21
Neo Geo Battle Coliseum / NGBC - Shiki
« on: May 31, 2011, 09:06:55 PM »
Normals

Close
* cl. ;a / ;b / ;c are cancel-able.
* cl. ;a / ;b / ;c / ;d are capable of being used in specific chains (see chain section below)
* cl. ;a is high hitting slash that is similar to her st. ;a . If the opponent is crouching under it, the move can be whiffed canceled.
* cl. ;c hits twice and can be canceled at either hit.
* cl. ;d is a somewhat slow overhead that can be followed up by a combo. This move cannot be canceled into a super. The only way to combo this with a super would be to use a second command making a chain combo then canceling that into the super (i.e. - cl. ;d , st. ;d , ;qcb ;hcf + ;d ).

Standing
* st. ;b / ;c / ;d are cancel-able and whiff cancel-able.
* st. ;a still hits high and maintains all properties of cl. ;a minus the ability to cancel.
* st. ;b has good range for a poke. It can also be used in conjunction with ;dn ;a as a good long range 2 hit combo, which can cancel into Shiki's ;qcb ;hcf super. In some cases, this can serve as a good mid range anti air, and that solely depends on who Shiki is facing.
* st. ;c starts off a bit slow, but the plus to this move is that aside from it being cancel-able, it does a great amount of guard damage. This move also slides Shiki a bit forward, so it does keep her in close to rush down. It would also help to attempt a safe mixup with this move by canceling into a special, as this move cannot be canceled with ACTS.
* st. ;d has a pretty high hitbox, so just like st. ;b , this move can at times serve as an anti air.

Crouching
* ;dn ;b / ;d are cancel-able on both the first and second hit.
* ;dn ;a can serve as a good special mid poke, especially since it can chain with cl. ;b and st. ;b .
* ;dn ;b is yet again one of those special anti airs that can be used against certain characters. This one is weird only because the hitbox is short at the peak of the animation, so you can whiff this move even if the opponent is right at the dagger's swoosh.
* ;dn ;c causes a regular knockdown.
* ;dn ;d does a good amount of guard damage.

Jumping
* ;up / ;uf ;b is a high slash attack that has the most range out of all the air attacks. This can possibly be used as both an anti air, and a way to get in close upon landing.
* ;up / ;uf ;c is a slash attack that seems like it has a low hitbox. This move has tons of priority, and does a good amount of damage.


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Shiki to counter with ;c , and she will then tag out.


Throw
Kokuu - ;bk / ;fd + ;c / ;d
*Can be broken. Regular knockdown.


Command Moves
NONE


Special Moves
Tehourin: ;dp + ;a / ;b / ;c
* Shiki's "shoryuken". This move can be done in the air as well, and after Shizuku Gari.

Tsuyu Barai: ;qcb + ;a / ;b / ;c
* A "run and stab" move. Button strength determines the distance traveled. This move is great because it not only hits low, but this can be super canceled as well if meter is available.

Shizuku Gari: while executing Tsuyu Barai, press the corresponding button that was used, i.e. - ;qcb + ;a ~ ;a
* Follow up attack from ;qcb + ;a / ;b / ;c . This is the only other option if meter is not available to super cancel.

Kourin: (air) ;qcb + ;a / ;b / ;c
* This is the "triangle jump" attack that gives Shiki a boost. The button strength not only determines the angle at which she flies downward ( ;a being the closest, and ;c being the farthest), but it also changes the type of attack. Using ;a makes her do a 2-hit version of her ;uf ;a . ;b makes her do a flying version of her ;uf ;c , and ;b makes her do a flying version of ;uf ;b . One other thing to mention is that she only attacks if the opponent is in range to do so (that doesn't mean the move will connect though). This move also allows Shiki to attempt a cross up. Shiki shares the same glitch that Neo Dio does in where her air move can be done in reverse if inputted right at the peak of the jump, but right before crossing over to the other side of the opponent. This will make Shiki fly back to the position she started the jump at without attacking. Attempting this can be tricky, as if done incorrectly, Shiki will do her ;dp special in the air, giving the opponent a good chance to retaliate. One thing that makes this a great air attack is also the fact that Shiki can still do the move after jumping to the other side of the opponent, often catching some opponents off guard. The "Tiger Knee" method can be used for this move as well.

Meika: ;qcb + ;d
* Shiki does a short flip, and then lands with an overhead kick. The arc that this move makes is kinda strange, so its best to know the right range to do this. If this move connects, it causes a hard knockdown, and a good chance for oki since Shiki is right above the opponent.

Mumyou: (close) ;hcb ;fd + ;d
* Command grab. This move if connected reverses the controls of the character for a short period of time, which is designated by a skull floating over the opponent's head in conjunction with initially doing damage upon throwing. If Shiki is hit before the short period runs out, the skull disappears, and the opponent's controls go back to normal.

Setsuana: ;dn ;dn + ;a / ;b / ;c / ;d
* Teleport move. Button strength determines the distance teleported. This can be done in the air as well. ;a and ;c are short teleports, and ;b and ;d are her long teleports. If she's close enough and does any of her teleports, she'll teleport behind the opponent. ;c and ;d are the teleports that make her airborne. All of her teleports can be done in the air as well. Nothing changes if any of her teleports are done in the air; all the properties are the same as if she were on the ground.


Desperation Moves
Tenma Hajun: ;qcb ;hcf + ;a / ;b / ;c
* Shiki does a ranbu that ends in her air ;dp move, which causes a normal knockdown. Button strength determines the distance Shiki travels to connect the move.

Shikiju: ;qcb ;hcf + ;d (when meter stock is at Level 2)
* Shiki hits the opponent, and does a take down, after which she steals some life.


A/D Assault
Shiki has no A/D Assaults.


Strats and combos, once written up, can be found here: http://dreamcancel.com/wiki/index.php?title=Shiki_(NGBC)

22
Neo Geo Battle Coliseum / NGBC - Haohmaru
« on: May 26, 2011, 08:30:32 PM »
Normals

Close
* cl. ;a / ;b / ;d are cancel-able.
* cl. ;a can chain into itself.
* cl. ;c can only be canceled into a ;db ;d .

Standing
* st. ;a / ;b are cancel-able.
* st. ;b has pretty good range.
* st. ;c has a huge recovery time, but does have some good priority, and initially comes out very fast. It cannot be ACTS'ed.
* st. ;d is just slow and doesn't connect instantly.

Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able.
* ;dn ;a can chain into itself.
* ;dn ;c has a slow startup animations.
* ;dn ;c can act as an anti-air if timed right, good priority as well.
* ;dn ;d is can be followed up with a ;qcb + ;a / ;c if not teched.

Jumping
* ;uf ;c is a downward slash.
* all ;uf attacks are similar to the ;dn attacks in terms of hitbox, priority, and damage, with the exception of ;uf ;c , which is similar to Haohmaru's cl. ;c attack.


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Haohmaru to counter with ;dn ;c , and he will then tag out.


Throw
Nadareshi~Hien Kirii - ;bk / ;fd + ;c / ;d
*Can be broken. Does not knockdown. Similar to a typical Samurai Shodown throw where the player "grabs and stabs", leaving the opponent at a distance and slight disadvantage.


Command Moves
Knee Breaker - ;db + ;b
* a low kick that can be chained into and cancel into a special or DM.

Sliding Thrust - ;df + ;d
* Causes knockdown. This move cannot go into ACTS.


Special Moves
Ougi Senpuu Retsu Zan: ;qcf + ;a / ;c
* Projectile with slow startup. If connected, this move will cause knockdown. Using ;a will just hit the opponent, whereas using ;c will hit the opponent causing a big whirlwind effect both launching and eventually knocking the opponent down. This knockdown is untechable, and can be followed up with a ;qcb + ;a / ;c or ;hcb ;fd + ;a / ;c for extra damage.

Okuchi Senpuu Retsu Kiri: ;qcf + ;b / ;d
* Projectile fake. Can be used to psych the opponent into jumping with just enough time to counter.

Ougi Resshin Zan: ;qcb + ;a / ;c
* Hop and slice move. Button strength determines the hop arc and distance. This move is an OTG.

Ougi Kogetsu Zan: ;dp + ;a / ;c
* Hoahmaru's "shoryuken with a twist". This move isn't as good as a standard shoryuken, but if hit confirmed correctly, it can get enough damage in to pose a threat. Very bad recovery though. Button strength determines height jumped, which effects the recovery time. Using ;c launches the opponent, which can be followed up with ;hcb ;fd + ;a / ;c , and also causes a knockdown allowing for a ;qcb follow up. Using ;a causes a techable knockdown, and should only be canceled into ;qcf ;qcf + ;a / ;c .

Ougi Shippuu Kogetsu Zan: (while running) ;dp + ;a / ;c
* This is the exact same thing as ;dp ;a / ;c , properties and all.

Ougi Kiri Hagane Sen: ;hcb + ;b / ;d
* Charging slash. This move has a very slow startup, and somewhat looks like his fireball, and fireball fake in terms of start up animations. Another plus is that its unblockable. This move does not allow for a follow up.


Desperation Moves
Tenha Danku Retsu Zan: (close) ;hcb ;fd + ;a / ;c
* Super slice. This is the best super to cancel a running ;dp + ;a / ;c into. It has a huge hitbox, and can be used as a flashy anti-air if desired (for whatever reason). This move causes knockdown and allows for a ;qcb + ;a / ;c follow up if in range.

Hiougi Tenha Fujin Zan: ;qcf ;qcf + ;a / ;c
* This is the super version of Haohmaru's ;dp move. The best way to get this to connect is off a hit confirm ;dn ;b x2. If the opponent's recovery time is slower, an easier ;dn ;c can be used instead. This move causes knockdown, but does not allow for a follow up.

Ikari Bakuha: ;a + ;b + ;c
* Yeah its the pissed-off mode!!! Moves do extra damage when Haohmaru activates this. It only lasts for a short while though. In this mode, take advantage of the high priority moves, which pretty much is anything direction + the ;c button. This move causes knockdown, but does not allow for a follow up. This can be used in a combo as a method of safely activating this, since it launches and knocks down for some good distance.


A/D Assault
Flash Slash: ;df ;df + ;a ;e (When partner is Genjyuro and within 10 counts after Haohmaru's ;a + ;b + ;c super).  
* (to be updated)

Strats and combos, once written up, can be found here: http://dreamcancel.com/wiki/index.php?title=Haohmaru_(NGBC)

23
Social Club / The Story of DOA from Tom Brady's Perspective
« on: May 24, 2011, 09:43:43 PM »
I found this on the VFDC boards, but I feel that this is something I should share here. It's drama-infested, but its something that I feel is worth listening to because it shows how a fighting game community should not treat community members, regardless as to whether or not they're from another fighting game community. There's a bunch of other details here and there, its kinda NSFW, so just put some headphones on or something to avoid the f-bomb getting shot out from the computer, and its broken in 7 parts. Here's the 1st link:

http://youtu.be/gnvxQqJyXv4

If you've seen/heard this, please share your thoughts. If you've experienced something similar to this at all in anyway, from any community, please share also. Please be warned, however, this is not a bash-fest!!! We're not here to bash other communities, or other games, so please keep that in mind when you share. Thanks.

24
SNK Games / BOSSES!!!!
« on: May 24, 2011, 06:24:01 PM »
You knew this topic was eventually coming...  :)

I'm pretty sure you've heard it before. Someone's playing a particular fighting game with a friend/frenemy, and they pick a boss and the other person starts crying "cheap!!!", and either stops playing altogether, or does the multitasking feat of continuing to fight their opponent while calling out things that make 'X' boss cheap or broken.

Gouki was banned in a bunch of tournaments (except some in Japan I believe). Omega Rugal has been banned. Hell, even Bai-Hu was banned in Breakers Revenge. On the flipside to this, you have bosses like Krauser, Seth, Neo Dio (NGBC, not WHP), and Young Geese who were not banned in tournaments, and considered balanced, even though they were strong characters. And lastly, to add to this three-sided coin, you have bosses that are allowed in some regions, but not in others (I believe Gouki was one of them in ST, as well as Normal Geese in 2k2UM).

I played a bit of NGBC awhile back against a certain player (whose name I can't remember), and he got mad after the match, and called me cheap for using a boss character. Now, in this particular game, the bosses, with the exception of Goodman, are balanced, and so they're allowed in ranked matches, with the obvious exception of Goodman. They're so balanced they're missing 2 moves a piece that would make them super strong imo... In any event, this was explained to the young chap, but he still insisted it was cheating, even though I don't know how. He claimed it was a glitch in the game, but that would have simply been fixed, as there have been issues with this game in the ps2 era that have been fixed in this version. Nevertheless, he still was hard-pressed in disagreeing with me, so much that he blocked me (I'm a menace to XBL society or something)... Either way, I'm still capable of playing without a boss character. In fact, one of the characters I would normally use back in the day is actually stronger than the boss character himself (yep I'm a Mr. Big user, go ahead and stone me :) )...

My question is this: What is YOUR take on boss usage in fighting games??? Should they be banned simply because they're bosses??? Or should they be given a chance to be used unless proven that they're broken??? Or should they all be allowed, broken or not??? I personally feel that if the boss is balanced, and that can be proven, then its ok... Again, as stated before, there are regular characters that are more 'broken' or stronger than the actual boss in their respective game (Mr. Big, Sho, Enja, Jack, Hilde, Steve Fox in T5, etc). However, I feel that if a boss is usable, let it be something that the fighting game community can agree upon. I don't wanna use a character, and then go somewhere else in the US or in the world, and that character is banned just because, or because "he/she is a boss character). I will say that its very very rare that I use boss characters though...

Share your thoughts/opinions on this rage-inducing matter!!!

25
SNK Games / MOVED: King of Fighters Another Day
« on: May 09, 2011, 07:38:41 PM »

27
SNK Games / Breakers Revenge
« on: May 03, 2011, 05:30:49 PM »
You know you've played it or seen it before-- The crazy combos with strange damage scaling, a ninja who attacks with his hair and sounds like he's barfing in his intro, Condor and his ridiculous parry... Yep sounds like Breakers Revenge to me... What was your experience with this wonderful, yet underrated game??? Share those nuggets of info as well...

28
Neo Geo Battle Coliseum / NGBC - Shermie
« on: April 12, 2011, 09:32:39 PM »
Normals

Close
* cl. ;a / ;b / ;c / ;d are cancel-able.
* cl. ;a can chain into itself.
* cl. ;b / ;d hits twice.
* cl. ;b / ;d can be canceled into a move at either the first or second hit.

Standing
* st. ;a / ;b / ;c are cancel-able.
* st. ;c is slow, advances, and is the only standing normal that looks different than her close normals.

Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able.
* ;dn ;b is somewhat slow.
* ;dn ;c / ;d have slow startup animations.

Jumping
* ;ub / ;up / ;uf ;a is utterly useless!!!
* ;ub / ;up / ;uf ;b / ;c / ;d can be used to cross up. Using ;d is the best option however.


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Shermie to do counter with a ;fd + ;d animation, and she will then tag out.


Throw
Front Suplex - ;bk / ;fd + ;c / ;d
*Can be broken. Normal knockdown.


Command Moves
Shermie Stand - ;fd + ;b
* This move is both cancel-able and can hit twice.

Baku New Suplex - ;fd + ;c
* Slow startup, but can be used for oki. Shermie does a step forward with chest out and grabs the opponent.

Shermie Kick - ;fd + ;d
* Shermie does a forward advancing kick. The kick knocks back, but does not knock down. The only way to combo into this is to cancel with ;qcf ;qcf + ;b / ;d .


Special Moves
Shermie Spiral: (in close) ;hcf + ;a / ;c
* Command grab that causes a huge distance gap between players. Can be used in a combo.

Diamond Bust: ;hcf + ;b / ;d
* Shermie runs towards the opponent and does a vault to throw. The button strength determines the distance traveled to opponent.

Shermie Clutch: ;dp + ;b / ;d
* Air throw. Button strength determines the height jumped.

Axle Spin Kick: ;qcb + ;b / ;d
* Shermie does a twirl towards the opponent. Upon landing, she does a kick. Button strength determines the height jumped and distance traveled. If either ;b or ;d are held, the kick does not come out.

Air Spin Kick: (in the air) ;qcb + ;b / ;d
* Unfortunately, this isn't the same as Orochi Shermie's lightning version.

Shermie Whip: ;qcb + ;a / ;c , then ;qcb + ;a / ;c for an extra attack
* When doing this move, the 2nd input might have to be reversed in order to get the second hit.

Shermie Cute: (Input either 'Shermie Spiral' or 'Shermie Whip') then ;qcf + ;b / ;d
* Follow up damage. Never forget to use this move whenever possible.

Shermie Catch: ;dp + ;a / ;c
* Shermie hops towards the player and grabs the opponent similar to O.Yashiro's move in the KOF series. If it connects, she simply vaults to the other side of the opponent, leaving them open for another attack.

Tsuika Nage (Additional Throw): (After Shermie Catch), ;hcb + ;a / ;c
* Follow up throw.

Hold: (After Tsuika Nage), Tap ;a / ;c Rapidly
* Follow up damage after Tsuika Nage. The more mashing done, the more damage done.


Desperation Moves
Thunder Leg Lariat: ;qcf ;qcf + ;b / ;d
* Flying knee attack. Best combo ender for Shermie.

Shermie Carnival: (close) ;hcf ;hcf + ;a / ;c , then ;dp + ;b / ;d for an extra hit.
*

A/D Assault
Shermie does not have any A/D Assaults.


Strats and combos, once written up, can be found here: http://dreamcancel.com/wiki/index.php?title=Shermie_(NGBC)

29
Neo Geo Battle Coliseum / NGBC - Mizuchi (a.k.a. The Orochi Clone)
« on: April 12, 2011, 07:59:44 PM »
Normals

Close
* cl. ;a / ;b / ;d are cancel-able. cl. ;a / ;b aren't fast enough to combo with a canceled move however.
* cl. ;a / ;b can chain into itself. ;a can go up to 3 times, whereas ;b can only be used twice, since the move itself hits for 2 hits.
* cl. ;d is the only move that changes if Mizuchi is actually close or not. This move hits twice and is the start to
* cl. ;c is a relatively slow move.

Standing
* st. ;a / ;b / ;d are cancel-able. cl. ;a / ;b aren't fast enough to combo with a canceled move however.
* st. ;c is a relatively slow move.

Crouching
* cr. ;a / ;c are cancel-able. cr. ;c is the best way to cancel a crouching move into a special.
* cr. ;a / ;b can chain into itself.
* cr. ;d can only be canceled with AC Tactical Step.

Jumping
* The only real good air move he has so far is jumping ;d .

Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Mizuchi to do counter with A GLOWING CHEST ATTACK!!! Then he will then tag out.


Throw
Nocturnal Paradise - ;bk / ;fd + ;c / ;d
*Can be broken. Regular knockdown. In the corner, Mizuchi can combo with a Ontai (in the air ;qcf + ;a / ;c ), which has to be buffered using the Tiger Knee method.


Command Moves
NONE
 

Special Moves
Seiyaku: ;d ;fd  ;dn ;df + ;d
* Upon an attack with ;d , Mizuchi does a flashing kick similar to Rugal's ;dp + B/D. Mizuchi's kick doesn't go airborne though.

Kaijo: ;fd ;hcf + ;a / ;c
* Mizuchi throws out a ninja star-like projectile. If the opponent gets hit by this, it expands into a big star and does multiple hits. This move allows Mizuchi to dash in and extend a combo. The only downside to this is that it can be ducked, and completely walked under by a few characters.

Rei: ;hcb ;fd + ;b / ;d
* Mizuchi does a pulse attack from his chest. This move knocks down the opponent. If used in a juggle, the move makes the opponent fly farther across the screen.

Ken Imi: ;fd ;dn ;df + ;a / ;c
* Mizuchi grabs the opponent and launches them in the air with some energy. This is his best way to juggle the opponent.

Katakenawa: ;hcb + ;a / ;b / ;c / ;d
* This is the annoying move most people who've fought Mizuchi know about. It's a beam that shoots upward from the ground, and the beam can be shot from 4 different areas on the screen.

Ontai: ;qcf+ ;a / ;c (in the air)
* This is similar to Mizuchi's Rei attack, but its airborne. This move can combo from Mizuchi's throw in the corner, as well as some other moves.

Desperation Moves
Ookami: (close) ;hcb ;hcb + ;a / ;c
* This super has good priority. Its the same super he does in 97/98UM. It just looks better.

Kon: ;qcf ;qcf + ;a / ;c (when meter stock is at level 2)
* Mizuchi's second super is the exact same one as in 97/98UM except its not as awesome looking. This move still hits the opponent pretty much from anywhere and at any time, so its good to keep it handy. Off of ;dp + ;a / ;c , this move can be done to combo as well.


A/D Assault
* Mizuchi has no A/D Assault.


Strats and combos, once written up, can be found here: http://dreamcancel.com/wiki/index.php?title=Mizuchi_(NGBC)

30
SNK Games / Fighter's History Dynamite (Karnov's Revenge)
« on: March 28, 2011, 11:06:05 PM »
Ok, ok, so Fighter's History was deemed a "SF-clone" by Capcom in the original one (they took them to court)... So eventually a better, more original version was released, with 4 buttons instead of 6, plus the bosses were playable... This game is still heavily played in parts of Japan, as well as GGPO... Despite the Karnov teleport glitch, and the tier list, all characters are still playable (maybe not Feilin Ryoko as much)... What do you think???

Discuss...

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